flamyman1412 4 Report post Posted December 31, 2020 I want to modify the price, what should I do? https://uppic.cc/v/BT-fEtry2jdHdaI6ajngq 100K Change to 10M https://uppic.cc/v/pInhK3YQ9Uk03DPK_44LS 100K Change to 74M https://uppic.cc/v/LIbnaI4y1BNC1td4awd1A 50K Change to 5M https://uppic.cc/v/AXsORe8z7ukjCP96l6mqV 1k x lv 95 = 95k Change to 2m x lv 95 = 190M How do I get it to show you the correct price? Sorry for my english Quote Share this post Link to post Share on other sites
DangThao 80 Report post Posted December 31, 2020 All of those stuff are located inside forge.lua. Find the function you are using and then find the money cost for it. Like this: function begin_forge_item(...) -- Notice("Start to forge") local Check_CanForge = 0 Check_CanForge = can_forge_item_main ( arg ) if Check_CanForge == 0 then return 0 end local role = 0 local ItemBag = {} --µÀ¾ß±³°üλÖà local ItemCount = {} --µÀ¾ßÊýÁ¿ local ItemBagCount = {} --µÀ¾ß¶ÔÏóÊýÁ¿ local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Num = 0 local ItemCount_Num = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg ) local ItemBag_Jinglian = ItemBag [0] local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian ) local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] ) local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] ) local Check_Jinglian_Item = 0 local Money_Need = getforge_money_main ( arg ) local Money_Have = GetChaAttr ( role , ATTR_GD ) -- Notice ("Currently there are"..Money_Have.."So much gold") -- Notice ("Must deduct"..Money_Need.."So much gold") Money_Have = Money_Have - Money_Need SetCharaAttr ( Money_Have , role , ATTR_GD ) ALLExAttrSet( role ) See where Local Money_Need = getforge_money_main ( arg ), it refers to the function where the cost will be calculate it. Like: function getforge_money_main ( Table ) local role = 0 local ItemBag = {} --µÀ¾ß±³°üλÖà local ItemCount = {} --µÀ¾ßÊýÁ¿ local ItemBagCount = {} --µÀ¾ß¶ÔÏóÊýÁ¿ local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Num = 0 local ItemCount_Num = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( Table ) local ItemBag_Jinglian = ItemBag [0] local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian ) local Jinglian_Lv = 0 Jinglian_Lv = GetItem_JinglianLv ( Item_Jinglian ) Jinglian_Lv = Jinglian_Lv + 1 local Money_Need = Jinglian_Lv * 100000 -- Notice("Calculation completed") return Money_Need end See whereas local Money_Need = Jinglian_Lv * 100000, it means it will be the plus (+1 = 1 * 100000, +2 = 2 * 100000 and so on). Jinglian_lv = the current forge level your gear will be after forge. If you hate finding stuff like these, after you finds all the cost, make a variable for it and call through that. So you don;t have to find again and again every time you want to change the price. Quote Share this post Link to post Share on other sites
flamyman1412 4 Report post Posted December 31, 2020 1 hour ago, DangThao said: All of those stuff are located inside forge.lua. Find the function you are using and then find the money cost for it. Like this: function begin_forge_item(...) -- Notice("Start to forge") local Check_CanForge = 0 Check_CanForge = can_forge_item_main ( arg ) if Check_CanForge == 0 then return 0 end local role = 0 local ItemBag = {} --µÀ¾ß±³°üλÖà local ItemCount = {} --µÀ¾ßÊýÁ¿ local ItemBagCount = {} --µÀ¾ß¶ÔÏóÊýÁ¿ local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Num = 0 local ItemCount_Num = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg ) local ItemBag_Jinglian = ItemBag [0] local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian ) local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] ) local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] ) local Check_Jinglian_Item = 0 local Money_Need = getforge_money_main ( arg ) local Money_Have = GetChaAttr ( role , ATTR_GD ) -- Notice ("Currently there are"..Money_Have.."So much gold") -- Notice ("Must deduct"..Money_Need.."So much gold") Money_Have = Money_Have - Money_Need SetCharaAttr ( Money_Have , role , ATTR_GD ) ALLExAttrSet( role ) See where Local Money_Need = getforge_money_main ( arg ), it refers to the function where the cost will be calculate it. Like: function getforge_money_main ( Table ) local role = 0 local ItemBag = {} --µÀ¾ß±³°üλÖà local ItemCount = {} --µÀ¾ßÊýÁ¿ local ItemBagCount = {} --µÀ¾ß¶ÔÏóÊýÁ¿ local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Num = 0 local ItemCount_Num = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( Table ) local ItemBag_Jinglian = ItemBag [0] local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian ) local Jinglian_Lv = 0 Jinglian_Lv = GetItem_JinglianLv ( Item_Jinglian ) Jinglian_Lv = Jinglian_Lv + 1 local Money_Need = Jinglian_Lv * 100000 -- Notice("Calculation completed") return Money_Need end See whereas local Money_Need = Jinglian_Lv * 100000, it means it will be the plus (+1 = 1 * 100000, +2 = 2 * 100000 and so on). Jinglian_lv = the current forge level your gear will be after forge. If you hate finding stuff like these, after you finds all the cost, make a variable for it and call through that. So you don;t have to find again and again every time you want to change the price. I can change the price. But the UI doesn't show the price I changed, it's still 100K the same. I want the UI to show prices before I confirm. Quote Share this post Link to post Share on other sites
DangThao 80 Report post Posted December 31, 2020 43 minutes ago, flamyman1412 said: I can change the price. But the UI doesn't show the price I changed, it's still 100K the same. I want the UI to show prices before I confirm. You need to also edit via game.exe. Quote Share this post Link to post Share on other sites
flamyman1412 4 Report post Posted December 31, 2020 5 minutes ago, DangThao said: You need to also edit via game.exe. Do you have any advice for me on Game.exe? Quote Share this post Link to post Share on other sites